I mean, the same is happening for smartphones and tablets. Yes, it won’t dramatically grow the market.
VR doesn’t have that. People weren’t chomping at the bit for the day it was 20% better. Unless it passes some unknown threshold where it suddenly becomes good enough to suddenly be really popular, they’re still trying to prove relevance.
Meta alone has spent $36B on VR. To put this in perspective, iPhone development cost $3.6B. It’s the fastest, largest single investment into a new technology. https://www.businessinsider.com/meta-lost-30-billion-on-meta...
For the cost of the object, you could set up a university program to figure out Anglo cost disease, then build ~10 subway lines at Japanese costs.
Asking why our society funds things the way they do is a very reasonable and responsible question
(And possibly gotten a better outcome, seeing as Delta has a helluva lot more experience than Facebook with ergonomics and normal people)
Depends on what you mean by relevance, 20 million Quest units have been sold which is more than Wii U lifetime sales (13.5 million), and about equals lifetime Gamecube sales and current Xbox Series S/X sales.
I'm sure it's not meeting expectations given how much they have subsidized them and how much they've spent on the metaverse, but I'm not sure I'd say the Quest itself is irrelevant. There's clearly an appetite for it.
I feel like the answer to that question will come next year, when Apple's Vision Pro is out.
This really feels like a Quest 2 + 1, which is fine. Same but better specs.
But the site appears to me like it’s positioning it as a Vision Pro competitor when it’s not even in the same league. “We have AR too so it’s the same!” The Vision Pro seems very clearly marketed at a different segment and primary use case to me.
The problem is that if Apple (or a 3rd party on the platform) figures it out I think there’s a good chance it can’t work well on a significantly cheaper headset like the Quest 3.
Then the Quest 3 may be the cheap thing that doesn’t do what people want. Like when you didn’t get an XBox 360 at Christmas because mom/dad got you a $25 TV plug-in Pac-Man game because “it’s the same thing”.
But Meta wants in on the party. And I feel like they’re trying to get their sales before the Vision Pro comes out and immediately becomes the thing that they get very unfavorably compared to (except price). Just like they rushed out a pre-announcement this was coming around the Vision Pro announcement.
Even if Apple face plants or never finds “it”and the Vision Pro isn’t successful I don’t see Meta being either. All these years and it’s still kind of “eh”.
Simulation games will ALWAYS benefit from more VR, more hardware, more wheels, more human interface controls.
I feel like this is what I really want to know. "I built a custom car cockpit, and use it, and it's awesome"
Apple isn’t target VR (though it works), they’re trying something different. So I’m curious if it succeeds.
It's honestly quite sad that the core line of rhetoric here is a laconic "what if" statement around theoretical apps. The Quest exists and has sold tens of millions of units; the Vision Pro has yet to prove itself. Unless you have a specific example, this can only be interpreted as wishcasting.
How many people still use it? How many regret the purchase, how many would have bought it without the pandemic?
I see that as Meta’s big opportunity to grab success in VR. And it didn’t happen.
They’re trying to market this like the next thing everyone needs and after multiple tries I just don’t see it. I don’t even see how they get there, this is the same strategy as the Quest, Quest 2, PSVR, PSVR2, etc. Games are great but that pitch just isn’t working at really moving the needle. But that’s all they have.
On the other hand, I can guarantee that most people who already own an iPhone will regret buying a Vision Pro. It's too expensive and too redundant to matter as a piece of hardware. It's not a market-redefining release like the Quest was, nor is it a proprietary solution to unfixable problems. It's an expensive thing, and for most people the Quest value proposition will align long before the Vision Pro value proposition does. The Hololens already tried this avenue too; merely offering a premium version of mixed reality doesn't work (even work when the military is your customer).
It'll be years before the dust settles, but the Quest has gotten undeniably far on it's own. You can rationalize that success however you want, but you'll consistently be confused if you hold it to unproven standards like "spatial computing". The Quest is the first Facebook product I've used where I can understand the vision at a consumer level and from a top-down level.
Which makes sense, what you remember LLMs are magic boxes that tell you what they think you want to hear.
Both of those are available on other platforms. They don’t need the Quest 3.
Why not just buy an Xbox?
What makes me need a Quest 3?
It sounds like you've convinced yourself you don't need the quest, so just don't worry about it?
Its pretty obvious that virtual TV/Computer screens at arbitrary sizes/distances in arbitrary environments will simply be a better UX than physical monitors.
Not sure if Quest 3 is there yet, but they're iterating towards it.
Is it? I don’t feel like it’s better right now (I know some people do, but I’m not convinced they’re the majority). Fixing the issues with VR is not trivial. There’s some deep flaws in the optics that we simply don’t know how to solve yet, and the weight needs to go down by a lot. I’m not sure I’d ever be comfortable wearing them more than a couple of hours when they’re entirely closed… but that’s a hard requirement for a good experience. There’s a bunch of hard contradictions in making good VR/AR.
Remember that as VR technology improves, so will monitors.
AR guy many years from now can instantly try a new 12-monitor setup while our dumb butts wait for 12 expensive things in the mail and then wire them all up. Oh, wouldn’t it be cool to have 16? More waiting. But nobody buys that many monitors. If it was just a number in a text file, people might try out a 16 monitor setup just for no reason.
The difference in capability could be massive, to the point we’d be truly amazed to jump into the future of AR. Not to mention the freedom of hands free portability, it could be wizard levels of awesomeness!
Ok. Let’s say that’s done. Is it really that much more useful? It has to be good enough to overcome the friction of having to wear a headset and any limitations that come with it like heat, battery life, weight, resolution, etc.
I’m not convinced such a setup would significantly enhance productivity/usability even with hypothetical glasses that do it all, let alone something like a Quest on your head.
I've seen someone here say that they really liked working with a virtual display from wherever, but the resolution of their whole display was 1080p. As someone who regularly uses dual 4k external monitors plus my laptop, I didn't understand how they could be productive. E.g. I may want to keep a browser with docs and a jupyter notebook of a particular investigation on my left, and an IDE of my repo on my right, plus chat with the colleague I'm working with below on my laptop, and all showing a lot of text or perhaps detailed graphs. If 8k monitors cross my affordability threshold before XR headsets with 4k (per eye) cross my affordability threshold, I would likely switch to more physical-screen pixels than to cut down to just 4k pixels strapped to my face.
[0]- Since we're on HN, I need to say -- this is a figure of speech. I am not offering or soliciting any actual wagers here.
Biggest thing the industry could do in order to move VR/AR forwards would be to adopt SteamOS or a similar "normal" Linux OS and give end users root. That would really be a kick in the ass towards real innovation more than, "slightly better tracking; slightly lighter; now with color pass through!"
I like the idea but the vast majority of people buying smartphones don't have root and it rarely bothers them.
This necessitates two things:
* Your PC is powerful enough to run VR games
* Your PC is in an area that's convenient to play (with plenty of room)
Nearly all Quest 2 users are using it stand-alone. They're not hooking it up to a PC. There's a tiny fraction of users that do the PC VR thing with Steam but that's so small as to be negligible in the overall market.You're actually kind of making my point: Imagine if you didn't need the PC or the tether and could just play those great, easy-to-mod PC VR games directly on the headset. The market for VR would undergo a massive, positive change.
I'd also like to point out that tethering limits the fun you can have! Example: https://replay.beatleader.xyz/?scoreId=7668607
You can't play Beat Saber like that if you're tethered.
Yes, you do need a gaming PC. I got a gaming laptop for like $2400 AUD 3 years ago and it's going great with VR (and Starfield on Ultra, not in VR)
...and I too tried dedicating my Ubiquiti UniFi 6 Wireless Long-Range Access Point (U6-LR-US) just for the headset to see if that would improve things (set it up with a new hotspot name so it'd be dedicated and only told the headset about it). The Wifi AP was on the wall just about 3 feet from my head and I still got the occasional lag spikes and I confirmed that they were due to the Wifi network (not just rendering spikes on my PC).
There's just too much random interference on the 2.4GHz and 5.8GHz bands for it to be buttery smooth. I suppose I could turn my house into a Faraday cage and that might improve things :)
So you want powerful enough PC on your head? It's impossible for everyone. Valve doesn't make a chip. Even for Apple, their chip is great but not comparable with powerful GeForce.
The Steam Deck can play some VR games just fine. It just wasn't made for that purpose so as it stands it's currently sub-optimal. With a few minor changes that very same chip/hardware could make a decent VR headset.
There isn't one and there never will be because people like different things.
Why do people like you constantly say "what's the killer app" ever time something new VR comes out? I've been doing VR since oculus dk1 and VR has been crazy enjoyable from time to time. VR is cheap as hell now. Quest2 was $300 for quite some time even before the Quest3.
If you can't find enjoyment with virtual reality from a $300 stand alone device that's a you problem.
It’s asking for the use case. If there isn’t a use case outside gaming, there is no value on the table for non-gamers.
You can also roam using apps that let you do Google street view stuff in VR, create art, watch movies in a theater like experience alone or by yourself, and of course a lot of people use it for porn.
Even usual non-gamers love stuff like Walkabout Mini Golf or Star Wars Pinball.
What portion of that market is VR?
That’s the issue I see. Gaming may be the best thing in VR, but VR hasn’t felt necessary to the average gamer at all. It’s still a small niche.
So what? Go play and enjoy.
>VR hasn’t felt necessary to the average gamer
Not even sure what that means. You come across as someone who likes to complain and never actually enjoy something. Good luck with that.
Fair point.
Later, it was the web browser.
Nowadays, it's mostly games.
Some other factoids:
There are >1B PC gamers (source: random articles on the web). I'm guessing the number of mobile gamers is 2-3B.
There aren't that many active Excel users. Even Google sheets (free) has only a few hundred million users.
Most web browsing is now done on mobile. The transition happened sometime ~2015 for most of the world and something like 2017 for 'developer markets'.
Over and over as computers got more powerful new killer apps appeared that changed the way people worked and the world did its business.
VR doesn’t appear to have anything like that. Just a small niche of the gaming market.
Are these changes fundamental improvements? Are they enough to unlock some brand-new killer app that nobody could even envision in 30 years ago?
I remain skeptical...
If something can enable that next step, I think that may be it.
But I really question if that will ever pass being a niche product. VR may just never have a popular use besides some gaming. I’m not sure AR in a headset has a big future either. Some specialty applications sure. But common?
Let's put our imaginations together. What use case for VR do we all wish we could see/can we think of that we don't see yet?
Aren't the VR headsets wired?
It's the ecosystem. VR Chat for some, social game for others, immersive experiments like Bonelab, and a few studio titles.
I'm glad Meta didn't hype the Quest 3 too much. It's easy for VR expectations to outrun current tech. VR seems to be in the trough of disillusionment where it's moving forward (2023 games are way more playable than 2021 games) but it's a slow burn. "Hey this isn't a step change" is probably right about the Quest 3, but I think also misses the bigger picture. It's a platform and people are still figuring out what to build on it.
I'm guessing Beat Saber is the only reason the Quest is even sold in Japan and Korea.
I only connected with my facebook account a few months ago, I guess was grandfathered in under the previous system until they nagged me to do it.
And 210 official songs since it first came out back in 2018.
Meanwhile the PCVR version has a ridiculous 65,000[1] custom songs made for it at this point.
Not sure why they can't get closer to the Rock Band model, where it released new songs all the time, and had 2,743 songs total (and 84 songs THIS YEAR according to Wikipedia[2]...had no idea there was even an actively supported Rock Band game out there still).
Beat Saber should be making them enough money to allow them to at least do double or triple what they're doing now.
[1]: https://bsaber.com/ultimate-guide-to-beat-saber-custom-songs...
[2]: https://en.wikipedia.org/wiki/List_of_downloadable_songs_for...
Heck, I would be happy if they just were able to do as well as Konami did with DDR. But Meta seems to be taking a slow growth approach on Beat Saber.
I understand they like to make a bit of a visual stage experience to each song pack, but not every song pack needs that necessarily, and they should also be able to have multiple teams working on song packs in parallel you'd think, as opposed to one every once in a while, even if they insisted on making new visual themes for each one.
As it is, I'd love to buy more song packs from them, but I'm not that into Queen, or Lizzo, or several others they've done the past couple of years (Electronic Mixtape released in May 2022 was the last one that excited me). And other people have their tastes too. Putting out songs more often insures that people have something new they can support and a reason to get back into it more than once every other year.
The reason I brought up the custom songs, is they could potentially use those for ideas of what players would really like to see in the game, based on custom song usage, as well as possibly once they do get rights to those songs, possibly get permission from the creator to use the beat patterns (or whatever they're called) and save some development time.
I know they hired at least one person from the custom song community before, they could potentially get permission from some others (with some compensation).
I totally get that, I just wish it wasn't so. To me, Quest is the ultimate fitness/active but casual gaming device.
Most of my custom songs on the Quest I've done have actually been for the game Ragnarock, because it doesn't require sideloading anything, just copying files onto your Quest from your computer. That one is quite fun also.
It does give extra peace of mind having the games run locally on the device in case of connection issues, and to avoid the occasional need to run upstairs to fix something.
Not sure about that[1][2]...
1: JP: https://trends.google.co.jp/trends/explore?date=today%205-y&...
2: KR: https://trends.google.co.jp/trends/explore?date=today%205-y&...
Did it really? So far I don't see any uptick in anything VR related in terms of average daily use.
I read somewhere that most people get VR, try it for a week, then get bored of it.
It feels almost like a fad. It was in the right place at the right time by being available when people were in lockdown early in the pandemic. And it sold out, which of course increased demand more.
But three years later, things don’t feel that different from 1/1/2020. It feels like that wave came and went without any long term change in things.
AR on the other hand is something I could easily see becoming useful. One cool use case that immediately comes to mind are instruction manuals. You get a new piece of furniture from Ikea and the AR instructions identify pieces you have laid on the ground and directs you where to put it. Or Legos, right? Real world inputs, and real world results.
These are bogus marketing lines that people puppet back to each other.
I know 20 some kids and not a single one has even the slightest interest in VR.
It is really shocking to me how these kids that can play games all the time have absolutely no interest in VR. It is not uncool or passe, it is just absolutely nothing to them.
It is a niche product that enthusiast oversell because the reality is that most people just don't care.
It's a slow roll, but I think the seed has been planted.
We've been doing this since the pandemic started and it's the #1 way I stay in touch with a bunch of friends now. It's also ruined real life movie theaters for me since I'm used to being able to talk with friends while watching. We'll actively wait for a movie to hit streaming before "seeing it in the theaters" with each other.
All of this was already possible with the Quest 2, but I'm interested to see how the quest 3 can further make those hangouts feel closer to the real thing.
I have no interest in VR videoconferencing, but shared presence is surprisingly interesting. When you've both got headsets and headphones on, you can't tell the difference from playing in the same room as your friend, even if you're physically hours from one another.
If you’re not active, and don’t want to be active; you’re not going to like it beyond watching movies in a virtual movie theater
Sim racing is amazing in VR - I got instantly faster, able to judge distances better, and the immersion is top notch.
They are releasing something like 50 new games, though they aren't making them exclusive, which follows what consoles seem to do now too.
The killer app for me has been being able to hop on to a VR game with my friends and somewhat feel like we're in the same room. It's too hard to get together frequently, and even setting up a VR 'date' is hard, but it's something.
VR is not in that position. It needs to prove its utility if it ever wants to escape being a niche.
What's the desktops killer app? What's mobile's killer app?
Computing to me is a general purpose system, which grows holistically. This kind of search for certainty, trying to annoint some specific app as the thing that a form factor is all for, is actively harmful to understanding the role of compute & how it fits into augments & enriches so many diverse different things we do.
Creating comfortable computing spaces is never going to be a fast burn. It's taken decades for the desktop to mature. This is a harder challenge, enmeshing with reality rather than being so tightly a self contained system.
I have a lot of questions & uncertainty about how computing rolls out a presence beyond the screen & into the world. It's unknown to me and maybe it flat up fails & never works. But I'd like some respect & acceptance that this is an open ended thing, not going to be so conveniently compact & singular as this ask tries to reduce it to. Searching so hard for certainty is dangerous, rejects the pioneering & open endedness & intergativeness that most rich complex & capable long lasting systems endure through. Let's not be so rash in demanding all our answers ahead of time.
We know that. It’s happened. Wordstar, VisiCalc, Photoshop, PageMaker or Quark Xpress, AutoCAD, Netscape Navigator, AOL. They, and their descendants, moved billions of units.
> What’s the mobile’s killer app?
Chat. Maps. The internet. Uber. Dating. Use as a camera. Email. Shopping. Again, billions of units.
No one has figured out a non-niche application for VR. Normal people don’t care. It’s not even on their radar.
That’s my point. More of the same isn’t going to change that. They either need the app to make it break through or some improvement that allows that app. This is a spec bump. Nice to those already interested, unlikely to attract new people.
Apple is trying something. They’re throwing hardware at it, especially in terms of a very very high resolution screen. They think that will make the difference, even given the price.
We’ll find out. But at least they’re trying something different. Because I don’t see why this would jump into the mainstream.
You have listed a dozen many-billion dollar sectors that have had massive impact on the world, stemming from computing. But it took decades for mass market productization to emerge in most of these areas.
Very very few were so clearly poised to take over. It's easy to point out established computing's wins. But you are demanding certainty & proof, & not granting a nascent form factor any time to find it's footing, to establish it's value.
Quest 3 seems to be .massively expanding the fidelity of the Quest 2's pass-through mode. You talk about Apple trying something, and I think they are, but Meta has been driving similar capabilities, if not harnessing them to such a sensible multi-tasking OS core.
Besides some fun exercise games and social stuff like VR chat which is fun for a minority of people, once the novelty of 3d wears away, you are left with something that isn't as relaxing as sitting down and playing a regular game.
PalmPilot -> Handspring -> WindowsCE -> Blackberry -> iPhone -> Android -> Modern Smartphone
Each one of those evolutionary steps brought in a larger user base and grew the feature set of the prior generations hardware. The VR/AR/XR market comes with its own set of challenges so imagining where it maps onto that timeline is hard, but I would guess we are still more in the Handspring - WinCE era of these devices.
Wearable display systems have a solid and growing user base but the hardware is still a ways off from something that will have mass adoption. The roadblock is very much in the hardware, not the software IMO.
This hardware has the capacity to do almost everything that Apple's device can do for a fraction of the cost (just not with Apple integration).
https://store.steampowered.com/app/1408230/Walkabout_Mini_Go...
Beatsaber and some other games can be a lot of fun, but they’re not new. What new experience are ready for this?
I get the quality is better, and that’s not nothing.
But other than that this largely seems like more of the same. VR still doesn’t seem to have advanced much in software to me. And Meta keeps pushing virtual meetings and such but that’s not my cup of tea.
I owned a Quest 2 and had some fun with it. I’ve owned previous headsets too. But I just don’t see anything that would makes me say “ooh I need that”.
This feels very “PC” to me. By which I mean they’re selling it because they can sell new hardware. The Pentium 9 is out! Which is fine.
But when Sony/Nintendo/MS want to sell a new console they put new and fancier games. They give you a specific reason to upgrade besides better specs. So you can play Horizon 12: We’re On The Moon Now. Or Bob’s Crazy Adventure. Whatever.
All this time and it still seems like the market is 95% games, and those aren’t advancing much beyond visuals. So I don’t feel like I’m really missing anything.